/**
 * MegaMek - Copyright (C) 2000,2001,2002,2003,2004 Ben Mazur (bmazur@sev.org)
 * 
 *  This program is free software; you can redistribute it and/or modify it 
 *  under the terms of the GNU General Public License as published by the Free 
 *  Software Foundation; either version 2 of the License, or (at your option) 
 *  any later version.
 * 
 *  This program is distributed in the hope that it will be useful, but 
 *  WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 
 *  or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 
 *  for more details.
 */

package megamek.common.actions;

import java.util.Enumeration;

import megamek.common.AmmoType;
import megamek.common.BattleArmor;
import megamek.common.Entity;
import megamek.common.Infantry;
import megamek.common.IGame;
import megamek.common.Mech;
import megamek.common.Mounted;
import megamek.common.PlanetaryConditions;
import megamek.common.Targetable;
import megamek.common.ToHitData;
import megamek.common.WeaponType;

/**
 * Abstract superclass for any action where an entity is attacking another
 * entity.
 */
public abstract class AbstractAttackAction extends AbstractEntityAction
        implements AttackAction {
    /**
     * 
     */
    private static final long serialVersionUID = -897197664652217134L;
    private int targetType;
    private int targetId;

    // default to attacking an entity, since this is what most of them are
    public AbstractAttackAction(int entityId, int targetId) {
        super(entityId);
        this.targetType = Targetable.TYPE_ENTITY;
        this.targetId = targetId;
    }

    public AbstractAttackAction(int entityId, int targetType, int targetId) {
        super(entityId);
        this.targetType = targetType;
        this.targetId = targetId;
    }

    public int getTargetType() {
        return targetType;
    }

    public int getTargetId() {
        return targetId;
    }

    public void setTargetType(int targetType) {
        this.targetType = targetType;
    }

    public void setTargetId(int targetId) {
        this.targetId = targetId;
    }

    public Targetable getTarget(IGame g) {
        return g.getTarget(getTargetType(), getTargetId());
    }

    public Entity getEntity(IGame g) {
        Entity e = g.getEntity(getEntityId());
        // if we have an artyattack, we might need to get an out-of-game entity
        // if it died or fled
        if (e == null) {
            e = g.getOutOfGameEntity(getEntityId());
        }
        return e;
    }

    /**
     * used by the toHit of derived classes atype may be null if not using an
     * ammo based weapon
     */
    public static ToHitData nightModifiers(IGame game, Targetable target,
            AmmoType atype, Entity attacker, boolean isWeapon) {
        ToHitData toHit = null;
        
            Entity te = null;
            if (target.getTargetType() == Targetable.TYPE_ENTITY) {
                te = (Entity) target;
            }
            toHit = new ToHitData();

            int lightCond = game.getPlanetaryConditions().getLight();
            if(lightCond == PlanetaryConditions.L_DAY) {
                //not nighttime so just return
                return toHit;
            }
            
            // The base night penalty
            int night_modifier = 0;   
            night_modifier = game.getPlanetaryConditions().getLightHitPenalty(isWeapon);
            toHit.addModifier(night_modifier, game.getPlanetaryConditions().getLightCurrentName());

            boolean illuminated = false;
            if (te != null) {
                illuminated = te.isIlluminated();
                // hack for unresolved actions so client shows right BTH
                if (!illuminated) {
                    for (Enumeration<EntityAction> actions = game.getActions(); actions
                            .hasMoreElements();) {
                        EntityAction a = actions.nextElement();
                        if (a instanceof SearchlightAttackAction) {
                            SearchlightAttackAction saa = (SearchlightAttackAction) a;
                            if (saa.willIlluminate(game, te)) {
                                illuminated = true;
                                break;
                            }
                        }
                    }
                }
            }
            // Searchlights reduce the penalty to zero (or 1 for pitch-black) (except for dusk/dawn)
            int searchlightMod = Math.min(3, night_modifier);
            if(te != null && lightCond > PlanetaryConditions.L_DUSK) {
                if (te.isUsingSpotlight()) {
                    toHit.addModifier(-searchlightMod, "target using searchlight");
                    night_modifier = night_modifier - searchlightMod;
                } else if (illuminated) {
                    toHit.addModifier(-searchlightMod,"target illuminated by searchlight");
                    night_modifier = night_modifier - searchlightMod;
                }
            }
            /*
            // Ignored with EI system & implants
            else if (attacker.hasActiveEiCockpit()) {
                toHit.addModifier(-night_modifier, "EI system");
                night_modifier = 0;
            }
            */
            // So do flares
            else if (game.isPositionIlluminated(target.getPosition())) {
                toHit.addModifier(-night_modifier,
                        "target illuminated by flare");
                night_modifier = 0;
            }
            // Certain ammunitions reduce the penalty
            else if (atype != null) {
                if ((atype.getAmmoType() == AmmoType.T_AC || atype
                        .getAmmoType() == AmmoType.T_LAC)
                        && (atype.getMunitionType() == AmmoType.M_INCENDIARY_AC || atype
                                .getMunitionType() == AmmoType.M_TRACER)) {
                    toHit.addModifier(-1, "incendiary/tracer ammo");
                    night_modifier--;
                }
            }
            // Laser heatsinks
            if (night_modifier > 0 && te != null && te instanceof Mech
                    && ((Mech) te).hasLaserHeatSinks()) {
                boolean lhsused = false;
                if (te.heat > 0) {
                    toHit.addModifier(-night_modifier,
                            "target overheated with laser heatsinks");
                    night_modifier = 0;
                }
                // actions that generate heat give a -1 modifier
                else if (te.heatBuildup > 0 || te.isStealthActive()) {
                    lhsused = true;
                } else {
                    // Unfortunately, we can't just check weapons fired by the
                    // target
                    // because isUsedThisRound() is not valid if the attacker
                    // declared first.
                    // therefore, enumerate WeaponAttackActions...
                    for (Enumeration<EntityAction> actions = game.getActions(); actions
                            .hasMoreElements();) {
                        EntityAction a = actions.nextElement();
                        if (a instanceof WeaponAttackAction) {
                            WeaponAttackAction waa = (WeaponAttackAction) a;
                            if (waa.getEntityId() == te.getId()) {
                                Mounted weapon = te.getEquipment(waa
                                        .getWeaponId());
                                WeaponType wtype = (WeaponType) weapon
                                        .getType();
                                if (wtype.getHeat() != 0
                                        || weapon.isRapidfire()) {
                                    // target fired a weapon that generates heat
                                    lhsused = true;
                                    break;
                                }
                            }
                        }
                    }
                }

                if (lhsused) {
                    toHit.addModifier(-1, "target uses laser heatsinks");
                }
            }
            
            
            //now check for general hit bonuses for heat
            if(te != null && !(attacker instanceof Infantry && !(attacker instanceof BattleArmor))) {                 
                int heatBonus = game.getPlanetaryConditions().getLightHeatBonus(te.heat);
                if(heatBonus < 0) {
                    toHit.addModifier(heatBonus, "target excess heat at night");
                }
            }
            
        return toHit;
    }

}
